Stoneheart
In contrast to the free-flowing fluctuations of magic, stone is often seen as implacable, unmoving, and indestructible. However, beneath the surface, magma churns, plates of stone shift and grind one another to dust, and dust under pressure begets stone once more. Sorcerers with connections to these subterranean pressures marry the endless patience of stone with the rushing immediacy of a volcanic eruption to create a force to be reckoned with.
TABLE: STONEHEART ARCHETYPE SPELLS
Sorcerer Level |
Archetype Spells |
1st |
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3rd |
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5th |
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7th |
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9th |
Earthen Flesh
Your body is hardened to punishment. When you choose this archetype at 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. In addition, when you choose this archetype, choose either bludgeoning, piercing, or slashing damage. If you end your turn without moving, you gain resistance to nonmagical damage of that type until the start of your next turn.
Stonestrider
Also at 1st level, you ignore difficult terrain caused by stone or earth. Additionally, standing up from prone costs you no movement when you’re on unworked ground.
You can speak, read, write, and sign the Terran dialect of Primordial
Quake
At 6th level, the very earth on which you walk reacts to your magic. When you cast a spell of 1st level or higher, you can choose one of the following:
- Choose a point you can see within 60 feet. Large or smaller creatures on the ground within 5 feet of that point must make a Dexterity saving throw against your spell save DC, falling prone on a failure.
- Sprouting rock formations erupt around you in a 5-foot radius. The ground in this area is difficult terrain for creatures other than you until the end of your next turn.
- Choose a Large or smaller creature you can see within 30 feet that is on the ground. The creature must make a Strength saving throw against your spell save DC. On a failure, its speed is reduced to 0 until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest .
Glide
At 14th level, you can pass effortlessly through natural stone. You gain a burrowing speed equal to half your walking speed. You can burrow through nonmagical, unworked earth, and when you burrow in this way, you leave no tunnel behind you. If you’re burrowing through stone and you end your movement inside the stone, you take bludgeoning damage equal to your level as it attempts to crush you.
Additionally, stone in all its forms is no longer a hindrance to you. You ignore difficult terrain caused by molten rock, can walk on it as though it were solid, and take no damage from it unless submerged. Finally, your spells that manipulate stone can now be used on worked stone.
Heart of the Mountain
At 18th level, you perfect your connection to earth and stone. When you cast a spell from the earth school (or that has “earth” or “stone” in its name) that has a casting time of 1 action, you can cast it as a bonus action instead.
Additionally, you gain tremorsense to a range of 60 feet. If you are touching unworked stone, you can use an action to expand your consciousness through it, increasing your tremorsense to a range of 500 feet until the start of your next turn. This provides you with insight into the layout of nearby caves and any creatures on the ground in that area.
Finally, you can use an action to magically petrify yourself. While petrified in this way, you are aware of your surroundings and immune to all damage. You do not age, nor do you need to eat, sleep, or drink. While petrified in this way, you aren’t incapacitated , but you can’t take actions or reactions except to end this petrification as an action. You can’t be petrified by any other effect, unless you choose to be.